About nukes, it's only a 1.35% chance that you'll actually get a card for a crew. Remember that other maps have losing conditions too, and could happen there too (IE labyrinth, in which case the outcome would be even more drastic)

I also changed the car backgrounds to be a little more translucent and the display for the fuel, tires, and engine for each car by making them little gauges. This will require that the numbers for the cars be rearranged a bit.

isaiah40 wrote:Can we see them with the 888's on it please? The image does look better, I believe you touched up the engine and such too right?

I touched up the cars a bit and added the gauges.I played with spacing in the key a bit and changed the pit crew to autodeploy 2I made the pit row and winner circle a bit less white and a bit more see through.

isaiah40 wrote:On the small I suggest using ovals for the 888's, as the blue numbers are very hard to see when they are on to of the black track. Something like I did on USA 2.1.

The track circles are difficult at best to modify especially because the small track is just a re-sized version of the big map. Is this even a problem? Are we seeing games with numbers over 99? I can investigate it if people think it's an issue or if we think its an issue if someone mistakes 402 troops from 404 troops because they cant read the map number that well.

=D=

Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!

I really don't like the white background... almost makes it look... like not well done sort of. I think maybe a gray hue in the background would look nice, or a green as if the track has grass around it?

OK I redid the track circles ... this will take a bit of work to get lined up again for Gilligan... sorry about that ... but the circles are bigger and more oval now and I lightened the track and widened it a bit.